Hi, I am happily announcing a Zolionline-Lazycow cooperation for the 2017-compo.

planned features:- It should be a 64k-UxROM with CHR-RAM. (it's ok to use CHR-RAM, isn't it?)- horizontal scrolling- 16x16 pixel tiles, but collision detection for 8x8-pixel blocks (8x6, 8x4, 8x2 blocks are possible, too)- heroine is a werewolf (or is she a wolfwere?)

Everything's in early stages, but there's a test animtion already:

More infos in due time...

Last edited by Lazycow on Tue Jul 25, 2017 12:03 pm, edited 2 times in total.

The scrolling looks great - but be advised of the potential frustration when a player character is closer to the end of screen it is walking towards than the other. Generally, you want the camera to catch up quick enough to prevent unfair hits.

The scrolling looks great - but be advised of the potential frustration when a player character is closer to the end of screen it is walking towards than the other. Generally, you want the camera to catch up quick enough to prevent unfair hits.

The character literally runs offscreen, I'd assume this GIF isn't supposed to be representative of a gameplay camera.

Yes, the start of the scrolling has been a bit late. (good point) I think I could improve it a bit. But when it reacts too fast, it will lose its smooth movements. (it's a balance act)

Try this: instead of scrolling toward the player, scroll toward a point in front of the player. Either a fixed distance in the direction they're facing, or position + velocity*N for some fixed value of N. The smoothing you already have should take care of the rest.

@Rahsennor: Hm... I think my formula for prescrolling does not consider the velocity... Nice hint, I might give it a try!

update: As only moonlight turns a wolfwere into a werewolf (?!?), the gameplay's a bit too boring when Ling is unable to fight. So I gave her some kickboxing abilities.I also made some tests with throwing daggers, but that somehow felt wrong. (also, silver daggers are dangerous, aren't they?)

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